Important Note: Destroyer Gaze came out nerfed in the Global server, so many details in the guide can be applied to only high level dragons (Level 15+). As a quick tip: Just bring a good DPS, Karon/Sieg, 1 (or 2) offensive buffers and 2 (or 1) damage mitigating heroes (defensive supports in the list below), and you’ll do well with current dragons.
With Dragon Raids becoming available soon, I thought I’d write a detailed guide for players who want to be prepared thoroughly for the upcoming fights.
Note: This info has been extracted from various forum posts and videos made by Korean players. Some of the details might be subject to change, such as stats, skills, gimmicks, etc. This is even likelier to happen, since we’re at an earlier stage of the game than the KR server was when it first got Raids.
If there are any discrepancies or mistakes in the guide, please let me know, and I’ll fix it. Since ‘allowing people to comment’ ended up making this messy guide even more messy, please contact me through Reddit. (/u/Bill_Buchness)
Guide Content Information
1. Info on Raids
2. Info on Destroyer Gaze (The Dragon)
3. Formation, Requirements, Mastery
4. Recommended Heroes, Transcend Priority List
5. Rewards Options
6. General Guidelines, Tips, Final Notes
Info on Raids
- The Dragon, also known as Destroyer Gaze, has a chance to spawn (if he hasn’t already) whenever you finish an adventure stage
- Destroyer Gaze will stay spawned for 3 hours before it disappears, so it must be killed in that timespan
- Only one Destroyer Gaze may be discovered by one player at a time
- Friends of the player that discovered the Destroyer Gaze (both through game and social medias) can participate in killing it, but there’s a 20 player participation limit
- Guild Members can also participate in the Raid if the Founder is in the same guild as them.
- It is possible for more than one player to defeat a Destroyer Gaze at the same time IF the players entered the Raid before the Dragon is killed.
- Thus why multiple people on level 1 Dragon are currently getting Best DPS #1 Chest.
- A player may attempt to attack the Destroyer Gaze a maximum of 3 times per Dragon. The player can kill as many dragons as they can in a day.
-Every extra run after the initial three runs consumes 10 rubies.
-Every attempt will consume one Adventure Key (normal Golden Key)
- Every Attempt will consist of 2 squads of your Heroes attacking the Destroyer Gaze: A team and B team.
1) Each team is made separately, with different characters and formations.
2) Note: Duplicate Heroes CANNOT be put in two different teams
3) A team attacks the Destroyer first. After A team is defeated, B team replaces the A team.
4) If both teams are defeated, the Destroyer is defeated, or the player exits in the middle of the fight, the attempt is used up and ends
5) If the player exits before the opening cinematic ends and the fight starts, the attempt is not used up
- Reward Chests, if Destroyer Gaze is defeated, are divided into three types:
1) Damage Leaders’ Chest (DPS Chest): 3 players with the most damage get a 1st, 2nd and 3rd place chest (High Level chest) (Note: lvl 50+ Dragons give better rewards overall than 1-49 lvl ones)
2) Founder’s Chest: The player that ‘discovered’ the Destroyer Gaze gets their own reward (Medium Level chest)
3) Participation Chest: Players that participated in the raid, but didn’t get any of the chests above. (Low Level chest) A consolation prize of 1-10 Dragon Shells, 1-10 Dragon Horns
- If a player is eligible for multiple chests, he will only get the Chest of the highest rank.
- This means that a founder who got the highest DPS on his own Dragon will get only the Best DPS Chest
- If the players fail to defeat the Destroyer before the timer runs out, it will disappear, and no rewards will be gained
- The Destroyer Gaze’s Level increases by one whenever that player’s dragon has been defeated once
Info on the Destroyer Gaze (or DG in short)
-DG is immune to all status effects (Stun, Burn, Paralyze, etc)
-DG is immune to all buffs (Taunt (only in KR)) or debuffs (Def down, Dmg down, etc)
1) This includes Passive Effects as well (ex: Rook’s Crit rate down or Yuri’s Def down)
2) In the KR server, there is a character that can INFLICT taunt on enemies (Asura). The above statement means that it is impossible to inflict taunt on the Dragon. (Not to mention useless)
-Most Mastery traits WILL apply on DG (exceptions are both Lv 45 traits and Lv 65 HP reduction trait)
-DG deals Magic Attack through Basic Attacks and 2 Skills
– 1st skill: AoE dmg + Inflict Burn on all targets
– 2nd skill: AoE dmg + Chance to Inflict Stun on all targets
– Exact skill cooldown is unknown, but DG is generally estimated to be using them after 3-4 of your team’s skills
-DG deals fixed damage if defense reaches a certain cap (def cap is unknown)
1) ex: All heroes with 800+ def will always receive 500 dmg through AoE (estimated at DG Level 20)
2) Block and Crit are calculated from the fixed amount of damage, should they occur (ex: Normal Damage: 620. Blocked Damage: 310)
3) Fixed dmg will scale depending on DG’s level, as will the def cap
4) Fixed dmg is only inflicted through AoE skills. Speed, Counter and Basic attacks are unaffected
-DG’s HP equals to 100k + 25k per level starting from level 2
1) ex: DG Level 1 has 100k. DG Level 2 has 125k
-DG enters Berserk Mode after 3 turns (basic attacks), which increases DG’s magic power by 500%
1) Magic Power increases by an unknown amount after each turn afterwards
2) This means you’re on a soft timer to deal as much damage as possible before you get annihilated
-DG’s Speed Rating differs from 30 to 41, depending on level
-DG is not affected by ‘Ignore Defense’ attacks
Formation, Requirements, Mastery
The Destroyer Gaze is a nasty dragon that deals high amounts of damage. UPDATE: Global server received a nerfed dragon.The above intricacies still apply, but consider them necessary for high level dragons. Level 1-10 should be easy with a temporary squad.
In order to be able to deal a high amount of damage to him, you must be able to cover a few things:
– Have enough Damage Mitigation to live until the soft timer runs out (Magic Dmg Reduction: Vellika, Espada; Defensive Buffs: Tanks like Evan, Rudy, Hellenia or Supports like Lucy; Unlock Armor Slots)
– Be able to deal with the Status Effects (Stun Immunity: Karon; Stun & Burn dispel: Lucy)
– Have a steady amount of DPS (Shane, Jupy or any other main DPS; Support with buffs: Eileene, Victoria)
– Have a healthy amount of hit points while DPSing hard (Healer: Karon, Lucy, worst case scenario Yui)
Here is how your squad should look like:
Defense Formation (Recommended)
Back row (100% atk/mag bonus at Lvl 40) | Front row (10% def bonus at Lvl 40) |
Tank/Support with highest def and HP | |
Support/Healer | |
Main DPS | |
Healer/Support | |
Support with 1st/2nd highest def and HP or Backup DPS |
Defense formation Lvl 40 is absolutely recommended for Raids, due to the main DPS dishing out excellent damage from back row with a 100% atk/mag bonus. The front row gets a 10% def bonus, which gives excellent survivability against Destroyer Gaze’s AoE skills. The only problem is that your front row must have good defense stats (at least 800 recommended) to be able to withstand the constant barrage of speed, counter attacks on them, though unless Lethal procs, your top and bottom character on the front row will take the hit more often than the rest.
Offense Formation (Not Recommended)
Back row (10% atk/mag bonus at Lvl 40) | Front row (100% def bonus at Lvl 40) |
Main DPS | |
Support/Healer | |
Tank | |
Healer/Support | |
Support or Backup DPS |
Offense formation lvl 40 offers more spread out DPS amongst the backrow, so your supports might deal more damage/heal more. This formation also relies on the tank receiving a bulk of the basic attacks from the Destroyer and withstanding them with a 100% def bonus. Unfortunately, this leaves your supports vulnerable to more AoE damage, and in an off chance that the Destroyer doesn’t hit your Tank, one of your backrow chars will suffer a huge hit.
Here is the recommended Mastery list, although you can switch it up should you think it doesn’t fit your squad or your squad needs more offense/defense.
Lv.10 | Lv.15 | Lv.20 | Lv.25 | Lv.30 | Lv.35 | Lv.40 |
Allies’ Phys/Mag Atk Power up 5% | Allies’ Crit Rate up 10% | Allies’ Lethal Rate up 10% | Allies’ heal amount up 10% | Allies’ Speed Value up 10 | Allies’ Phys/Mag Atk Power up 10% | Allies’ skill damage up 10% |
Allies’ Defense up 5% | Allies’ Block Rate up 10% | Allies’ Counter Rate up 10% | Allies’ Max HP up 10% | Allies Defense up 10% |
Lv.45 | Lv.50 | Lv.55 | Lv.60 | Lv.65 | Lv.70 | Lv.75 |
PvP Skill (Offensive) | Enemies’ Crit Rate down 20% | Enemies’ Lethal Rate down 20% | Enemies’ heal amount down 20% | Allies’ Crit Damage up 20% | Enemies’ Phys/Mag Power down 20% | Allies Overall Damage up 20% |
PvP Skill (Defensive) | Enemies’ Block Rate down 20% | Enemies’ Counter Rate down 20% | Enemies’ Max HP down 15% (doesn’t work in Raids) | Enemies’ Defense down 20% |
Lv.10: Raid is about dealing as much damage as possible. In order to get as much damage as possible, Top is recommended. However if you feel like you don’t want to switch any other offensive mastery to defensive, but need more survivability to go on in the Raid, Bottom on this level is the least you can get without affecting your DPS too much.
Lv.15: Raid about dealing as much damage as possible. Having a 10% increased chance to crit may not seem much, but you have to maximize your damage in order to get best DPS on the Dragon. Top is highly recommended, but if you haven’t equipped your front row heroes well with Block armor, Bottom might increase survivability.
Lv.20: Since I’ve been trying to point out maximizing damage, you might be wondering why I’m suggesting Bottom over Top. Having an increased chance to proc Lethal will increase your overall damage, yes, however there’s also the fact that you want to prolong the Raid run as long as possible if it’s strong. Counters will buy you some time to recharge your skills, which is detrimental in keeping your turns up. If the Dragon is weak and killing it as quick as possible is important for you, go for Top mastery. Otherwise, taking Bottom is good if you’re tackling a harder dragon.
Lv. 30: Top mastery helps a lot at making your team use their skills first, should all of your heroes have a low amount of Speed, and is generally the choice to go for if you want to go for high DPS. But, if you’re going for one of those “Turtling up” strategies and countering the DG to death, OR you just need more survivability, Bottom might be the one to go for.
Lv. 35: Same as Lv.10. Only difference is that the percentages are higher, so choosing Bottom might affect your DPS quite significantly. Top is the recommended choice.
Lv. 45: This Level only affects Arena, so no point going through the possible choices.
Lv. 50: EDIT: The Destroyer’s block rate is equal to 0. Top is a must pick for survivability, as Bottom has no effect on DG.
Lv. 55: Similar reasons as Lv. 20, but reversed. Bottom may shield your from DG’s painful counters, but through that, you lose the potential time that you can stall while DG’s counter animation goes on, which can help massively in holding out as long as possible before the Soft Enrage timer starts. Top is really good, considering DG will less likely snipe your Healer with lowest HP with its basic attacks.
Lv. 65: Only one option is available, as the other mastery does not work in Raids.
Lv. 70: I recommend Top due to the fact that the DG’s attacks can hurt quite a bit without any other debuffs that you can inflict on him and current state of low transcendence levels in most heroes. However if you think that your team is tanky enough and you want to deal as much damage as you can, Bottom is the way to go.
Recommended Heroes, Transcension Priority List
As noticeable in the formation setup above and the list below, you might have noticed a few different roles to be fulfilled by your heroes. Here is a brief overview on these said roles:
Main DPS – your back row damage dealer that will be racking up your score as high as possible;
Defensive Support – a hero that can offer more survivability to your team against the endless onslaught of the Destroyer Gaze;
Offensive Support – a buffer that can help boost the offensive stats of your team to increase damage against the Destroyer Gaze;
Status Effect Support – a support that offers protection against the status effects that can be inflicted by the Destroyer Gaze;
Healer (Support) – a support that can keep your team’s health up during the whole Raid
Backup DPS – most of the time supports or worse DPS that can deal an extra punch when the main DPS is recharging their skills
Tank (optional) – a meat shield/defensive buffer that can ensure extra survivability should the team be weak
Here are the Heroes that fill the corresponding roles at the top with a priority rating. Please note that some of the ratings are subject to one’s opinion, but most are generally recommended:
Main DPS: Shane, Jupy, Dellons, Kris, Spike, Espada, Jane
Defensive Support: Espada, Vellika, Lucy
Offensive Support: Eileene, Victoria, Lina
Status Effect Support: Karon, Sieg, Lucy
Healer: Lina, Karon, Lucy
Backup DPS: Dellons, Eileene, Sieg, Espada, Kris, Spike
Tank: Rudy, Evan, Hellenia
Shane (Main DPS): single target 250% atk power (36 sec CD), Immune to Magic Damage for 3 turns, has a high chance to crit
Perfect DPS to use against the Destroyer. Since the fight is all about how much damage you can deal in 3 turns before the dragon goes apesh*t, Shane’s magic immunity ensures that she provides constant solid DPS on a short cooldown without being afraid of suffering a lot of damage. Plus, she has an almost 100% chance to crit, so you don’t have to worry about RNG screwing you over and the Destroyer blocking your attack and reducing it to pathetic amounts of damage.
Since Raid is all about damage, and Shane can withstand DG’s attacks easily, you can either choose to give her 2x Speed and 2x Counters, Speed + Lethal and 2x Counters, or 2x Lethal and 2x Counters, depending on whether you want Shane to make an extra attack or deal x1.3 more damage every time with her skill spammage.
Jupy (Main DPS): two single target 230% atk power (50 sec and 76 sec CD), active buff that increases Crit and Lethal by a lot, increase allies’ chance to Lethal by 50%
A really good DPS that can prolong turns easily due to having 2 skills that make up her DPS. With an active buff that increases her Crit and Lethal by a lot, Jupy should deal a huge punch every time she uses a skill. Unfortunately, she has less stats and no magic immunity compared to Shane, so she’ll be very open to DG’s counter attacks, and EXTREMELY squishy if her def/transcension level is very low (this only applies for high level Dragons). And having to activate a buff at the start might make you lose time that you don’t have much, since the turns will start to cycle fast.
Since she’s settled on Crit and Lethal thanks to her buff, 2x Speed is optimal on her. Armorwise, if your Jupy has really good defense or is at least level 38, 2x Counter is good. Otherwise, 2x HP is a must have. If you think your Jupy fits neither of these, feel free to give her Counter + HP and try it out.
Kris (Main DPS, Backup if Main is settled): single target 230% atk power (Death Mark) (64 sec CD), AoE 90% atk power (Death Mark)
Surprisingly a really good DPS, due to a high atk power single target skill, overall better stats due to being a 7k, AND better defense than other main DPS due to being an All Round. And as a plus side, his active skill may deal DOUBLE damage thanks to the Death Mark, due to DG being immune to status effects, so Kris is gonna be a beast if you have him. Unfortunately, his passive is useless in this mode, since there are no adds/mobs to kill in the fight, he has no Crit or Lethal bonus unless you add them as secondary stats, and his second skill does not deal as much damage with a measly 90% atk power.
If you want to maximize Kris’ damage on Raids, equipping Crit, Lethal with Counter or HP, depending on his survivability, will be alright. Due note, however, that Kris prefers having Speed equipment overall in most content, so Crit + Lethal might not be the best option.
Spike (Main DPS, Backup if Main is settled): single target 230% atk power (Freeze) (64 sec CD), AoE 90% atk power (Freeze), 6 turn status immunity to self
Same advantages as Kris. Only thing is that Freeze doesn’t work the same way as Death Mark, so it’s useless against DG. However, Spike compensates that weakness with his passive. Since DG can inflict Stun and Burn on your characters, Spike will have no problem with that thanks to his heart (?) and DPS freely. Unfortunately, that is it for him… for now.
Same notes as Kris. Crit, Lethal with Counter or HP depending on preference, but better to give him Speed overall should you want to use him in different contents as well.
As a plus note, those who have him will benefit from his rework (3 turn status immunity to all allies’), and will be able to fulfill a Support and Backup DPS role instead.
Espada (Support, Backup DPS, Main DPS): single target 230% atk power, single target 180% atk power (Death Mark), magic dmg reduction by 50% to all
A necessary member of your Raid squad. Her magic damage reduction is going to be essential for your team judging by how much the Destroyer deals magic damage upon your puny heroes. And considering Raid is all about trying to inflict as much damage as possible with your weak heroes while prolonging turns, survivability is a must, and Espada can offer that with her passive. As a plus, she can also deal a substantial amount of damage with both of her active skills, so if she has higher magic stat then your current main DPS, you might even be able to replace her as a temporary one. Of course, Espada is more a defensive support that main DPS, so make sure to switch her back to the front if you have someone who can deal better damage.
Since she’s gonna be in the frontline, you want to make sure she has good survivability. 2x Speed or Speed + Crit are some of the options on Espada, however 2x Crit can be good if you want her to deal more damage. 2x Block is important for maximum survivability and is really good on her for now.
Should you want to min-max her items for the future, 2x HP is recommended in case she gets her rework. (which grants 100% Block rate to herself on her passive) And 2x Speed will be necessary should a future update add a stronger version of Destroyer Gaze.
Dellons (Main DPS, Backup DPS/Offensive Support): single target 230% atk power + ignore defense (74 sec CD), AoE 90% atk power (Silence), 2 turn all dmg immunity to self + increase all allies’ dmg by 25%
With current specs, a reasonable dps. 230% is a good percentage for atk power, and ignoring the Destroyer’s defense might sound sweet, but unfortunately, Ignore Defense does NOT WORK against DG. So not as efficient as other DPS like Shane. Dellons’ last redeeming factor is his passive, which gives him great survivability against DG’s offensive capabilities AND allows him to supply a decent dmg boost to your whole team. Do mind though that he can die to burn damage, so don’t try to pull off with his damage immunity and no healer composition on the Raid. But feel free to use him as an offensive support for your B team. (Or A team if you’re not running Lina, but just Karon)
Weapon wise, 2x Speed might be great for him overall, but if you really want to see more damage from him, add in a Crit or Lethal. 2x Counter is really good due to him being able to counter with ease without being in fear of dying.
Do note that this observation is based on his current abilities. Should Dellons receive a rework exactly like in the KR server, his worth will double as a Main DPS AND he’ll be able to serve as an Offensive Support if you have a better Main DPS.
Jane (Main DPS): single target 180% atk power + chance to deal 1000% atk power (rare) (65 sec CD), single target 190% atk power + ignore defense (72 sec), Invisible, status immune for 3 turns, reduces incoming AoE (targets all 5) dmg to self by 50%
Theoretically, Jane might be the diamond in the rough in terms of DPS. Both of her skills can deal a reasonable amount of damage, and the damage might also skyrocket should the 1000% atk power proc. Unfortunately, she has the same problem as Dellons regarding ignoring defense where it does not work against the Destroyer. As for her passive, being invisible is gonna be sweet for her since she won’t get countered by DG. However, immunity is more preferable due to turn management. You want the fight to last as long as possible, and her passive will suddenly make turn pass by quickly due to DG not using his very long counter. Being able to withstand AoEs is nice though though. And so is her status immunity.
To maximize her slot machine like damage, you might want to give her 2x Crit, 2x Lethal or Crit + Lethal for an extra punch. 2x Counter is a good option in order to prolong turns, since her survivability is decent thanks to her passive.
Vellika (Defensive Support): Aoe 80% mag power 1 & 2 (80 sec CD each), magic dmg reduction by 50% to all
Current Arena Queen that is also necessary (surprisingly) in a Raid squad. But… it’s only due to her passive, which is the same as Espada’s. And since her AoE’s don’t deal much damage (and can’t inflict status elements on DG), just keep her around to boost the survivability of your team. HOWEVER, that doesn’t mean she’s useless. Her passive is mandatory in order to last long in a Raid, and she’s definitely an A team candidate if you’ve already transcended her quite a bit.
2x Speed is a must in order to prolong turns. Other options are unnecessary due to her damage being low. As for armor, 2x Block is the best option for survivability.
Sieg (Immunity Support, Backup DPS): single target 230% atk power (74 sec CD), single target 600% atk power (150 sec CD), 6 turns STUN IMMUNITY to all allies
Pure DPS provider with a must have utility passive. Unlike Karon, who is a support hero, this guy is an all rounded universal hero,
Karon (Immunity Support/Healer): Heal one ally 170% mag power (62 sec CD), Heal all allies 80% mag power (82 sec CD), 6 turns STUN IMMUNITY to all allies
A good to have decent healer for the raid content. With 6 turns of immunity to stun, your team will be dealing damage to the Destroyer without being afraid of losing control of your heroes, all thanks to Karon. His AoE heal is the same as most other current healers, but his single target heal is excellent for when one of your heroes got constantly harassed by the dragon. Only problems that Karon possesses are the fact that randomly spamming healing skills might make the turn go fast, and he himself is squishy, so if he gets constantly harassed by the dragon… things might start to look bad for your team.
Since Karon is mostly there for Stun Immunity and giving first aid to your heroes, giving just any weapons to him will suffice as his damage is pathetic anyways (high stat weapons will however increase his heal amount). As for armor, 2x Block is the definite way to go for maximum survivability.
Lucy (Defensive Support/Healer): Heal all allies 80% mag power (82 sec CD), Remove Debuffs on allies (90 sec CD), Increase all allies’ Block Rate by 50%
A healer that offers solid survivability and an alternate solution to dealing with those nasty Status Debuffs. Though not as effective as Karon’s passive is, Lucy’s second ability allows her to dispel Stuns or Burns inflicted upon your allies. The problem is that while Karon outright negates the status effect, Lucy can only dispel it WHEN it is inflicted, which means that you’re going to risk losing turns with the stun making your heroes unable to act for some time. In a worst case scenario, your Lucy might get stunned and you’ll have no way to help your comrades…
Thanks to her passive increasing your team’s block rate, should most of your heroes equip 2x Blocks, you will almost never see a Crit happen from the Destroyer. As for Lucy’s equipment, using her in Raids will be a last resort (should you have no better support to use), so giving her just any equipment (preferably 2x HPs though) will do.
Eileene (Offensive Support/Backup DPS): single target 250% atk power (64 sec CD), AoE 100% atk power (74 sec CD), Increase all allies’ Physical Attack stats by 60%
Best offensive support you can currently get for your backrow Main DPS should they deal physical damage (which is most of the Main DPS from the list). A whooping 60% atk increase is a giant boost of damage, and considering that the Destroyer resists debuffs, this is your only way of increasing your team’s damage output. As a plus, Eileene HERSELF is affected by her passive buff, so she’ll be dealing a reasonable amount of damage as well from the front row! However, if your A team Main DPS happened to be Espada, you’ll have to demote Eileene to B team since she can’t buff magic attack stats.
As a solid raid member that will stick around for a VERY long time, having 2x Speed on her is the best option. Regarding her defense, you might think that an Allrounder can withstand the Dragon well enough due to her high stats. Bad thinking. 2x Block is preferable. If you insist on using her in Arena though, put Block + HP or 2x HP. Just know that she’ll have bad survivability should you use her in Raids with that setup.
Victoria (Offensive Support): single target 180% atk power (72 sec CD) (Blind), Increase all allies’ Physical and Magical Attack by 50% for 2 turns (102 sec CD)
An alternative option as an offensive support should you not have Eileene, and a B team member if you do. Unlike Eileene, Victoria has the advantage of being able to buff your mages as well! This means your healers will be restoring a lot more health while buffed, and with Victoria, running Espada as the main DPS might be more viable! Unfortunately, this is an active buff, which means you’ll have to cast it at least twice before you wipe to the Destroyer’s soft enrage timer. And casting buffs might take turns unless you time it right between DG’s two skills. Regardless, a good buffer that is easier to transcend than Eileene since she’s a regular, not 7k.
Only reason you’re taking Victoria is to buff. Her single target skill is kinda useless, so don’t bother to equip any good weapons on her. As for armor, 2x Block is a Raid standard for front row supports.
Rudy (Tank): single target 230% atk power (Stun) (64 sec CD), 80% received dmg reduction + status immunity to self for 2 turns (74 sec CD), Increase allies’ defense by 60%
With the current transcension levels, it is very likely that you heroes’ defenses are too weak to withstand the Destroyer’s attacks. This is where Rudy comes in to save your day. His defense increase passive is currently the best in the game, and can boost your heroes’ survivability in a huge way. As a plus, should you put him at the top front row of the Defense formation with his active buff up, he’ll be your meatshield as long as he stands. Unfortunately the dragon might sometimes miss him and go for one of the squishier support, so his meat shield role is not completely reliable.
As Rudy’s only used for his defensive passive, you will not be attacking much with him. However, having Speed will still help keep your team ahead turnwise, and HP armor will make sure he’ll stand longer with his buff on. Should you be confident in Rudy’s survival and desire to prolong turns as long as possible, giving him 2x Counter might be a better alternative choice.
Evan (Tank): single target 180% atk power (Stun) (64 sec CD), 50% received dmg reduction to self for 2 turns (90 sec CD), Increases allies’ defense by 50%
A total downgrade to Rudy. Serves a similar role as him, but with lower stats and ability powers. Evan’s passive buff should suffice, with just a 10% difference to Rudy’s passive, in ensuring better survivability to your team. Though his role of a meat shield is far less effective, the only redeeming factor he has is his level advantage to Rudy due to him being easier to transcend. However if you want to consider long-term, Evan will only serve as a temporary tank in your raid squad.
With almost no offensive capabilities and a very situational role, just giving whatever equipment you have left to him will do. For maximum survivability, 2x Block is good. If his level exceeds 38, 2x HP is an alright alternative.
Hellenia (Tank): AoE 80% atk power + life steal (80 sec CD), Block all attacks + Taunt (85 sec CD), Increase allies’ Block rate by 30% + Received dmg reduction to self by 40%
A tank that can provide a shield from all basic and speed attacks from the Destroyer as long as she can survive. Though the amount of survivability given to the team is less spread out with only a block rate increase, Hellenia can ensure that she’ll take the concentrated hits instead of her allies thanks to her Taunt ability. And with a guaranteed block chance when her second ability is active, Hellenia will have excellent survivability against the Dragon. Unfortunately, she offers less survivability to the whole then the rest of the tanks in the list, so you’ll still have to rely on your supports’ armor build for maximum defense.
With a guaranteed block rate chance and almost minimal offensive capabilities (Tanks are there for spanks), giving any weapons and 2x HP armors would be the best option for Hellenia. Should you feel confident in her survivability, 2x Counter is a good alternative.
The following heroes (from up to down) are given the most priority in ranking up/transcending:
Shane (Fire Elemental)
Espada (Water Elemental)
Vellika (Water Elemental)
Karon (Light Elemental)
Victoria (Dark Elemental)
Eileene (Dark Elemental) (Note: Seven Knights are rare to obtain)
Jupy (Fire Elemental)
Other 7k (excluding Rachel and Jave)
Lucy (Light Elemental)
Rest of the heroes
The current Dream A team is:
Back row (100% atk/mag bonus at Lvl 40) | Front row (10% def bonus at Lvl 40) |
Rudy | |
Vellika | |
Shane | |
Karon | |
Eileene |
The current Dream B team is:
Back row (100% atk/mag bonus at Lvl 40) | Front row (10% def bonus at Lvl 40) |
Hellenia/Evan | |
Lucy | |
Jupy/Dellons/Spike | |
Espada | |
Victoria |
Rewards Options
The Destroyer Gaze offers various rewards upon defeat by the players. (Check 1.Info on Raids for what rewards) The main reason why Raid is most anticipated by the KR players is because of the Superior Stats that are embedded in the best possible equipment. Following stats are possible to be achieved from random Dragon Equipment. The higher the stats, the rarer they are.
4* items
Physical/Magical Weapons: 80-95 Attack, 18%-21% Crit Chance or 18%-21% Lethal Chance or 13%-16% Speed
Armor: 50-65 Defense, 18%-21% Block Rate or 18%-21% Counter Rate or +280 – 405 HP
5* Items
Physical/Magical Weapons: 120-180 Attack, 22%-25% Crit Chance or 22%-25% Lethal Chance or 17%-20% Speed
Armor: 74-104 Defense, 22%-25% Block Rate or 22%-25% Counter Rate or +495 – 765 HP
6* Items
Physical/Magical Weapons: 180-240 Attack, 26%-32% Crit Chance or 26%-32% Lethal Chance or 21%-27% Speed
Armor: 104-140 Defense, 26%-32% Block Rate or 26%-32% Counter Rate or +795 – 1050 HP
Dragon Equipment can be created through the crafting system.
30 Dragon Horns are required to craft a random 4-6* Physical Dragon Weapon. 6* are extremely rare.
30 Dragon Horns are required to craft a random 4-6* Magical Dragon Weapon. 6* are extremely rare.
30 Dragon Scales are required to craft a random 4-6* Dragon Armor. 6* are extremely rare.
100 Dragon Horns are required to craft a random 5-6* Physical Dragon Weapon. 6* is rare.
100 Dragon Horns are required to craft a random 5-6* Magical Dragon Weapon. 6* is rare.
100 Dragon Scales are required to craft a random 5-6* Dragon Armor. 6* is rare.
500 Dragon Horns are required to craft a guaranteed 6* Physical Dragon Weapon with random stats. Max stats are rare.
500 Dragon Horns are required to craft a guaranteed 6* Magical Dragon Weapon with random stats. Max stats are rare.
500 Dragon Scales are required to craft a guaranteed 6* Dragon Armor with random stats. Max stats are rare.
In order to distinguish a good Dragon item from a bad one, keep this minimum in mind:
For weapons, 180 attack, 26% Crit/Lethal, 21% Speed is the bare minimum for a good weapon. Consider using weapons with stats lower than the minimum as power up materials. This includes 5* weapons. (go for a rank up when you’ll start to have a decent amount of good weapons)
For armor, 104 defense, 26% Block/Counter, +695 HP is the bare minimum for a good armor. Consider using armor with stats lower than the minimum as power up materials. This includes 5* armor. (go for a rank up when you’ll start to have a decent amount of good armor)
General Guidelines, Tips, Final Notes
-When starting to build a Raid team, concentrate on making an A team first! Don’t transcend Vellika and Espada at the same time. Always go first for the one that you prefer/has the highest level currently.
-Don’t forget to power up your Raid team! Every extra point of defense or attack might determine whether or not you survive the next Claw Slam (DG’s crit attack), or deal more damage to finally finish off the bastard!
-Try to make it so that each member of your Raid team has a speed value higher than the Destroyer’s. You’re on a timer, so you want to get as many attacks in as possible before his berserk state triggers.
-Do not rush in creating a Raid team! There are many more characters that will be released in the future that will be FAR more better to be used in Raids. Some heroes in the recommended list will drop off in usefulness in the future (Lucy, Victoria come to mind), so I will try to update this guide as much as possible when better characters are released.
-Learn how to manage turns. A tip that is even highly valued in Castle Rush, know when to cast your Main DPS’ skill or when to heal. The general rule of thumb is to cast a Buff or Heal BEFORE the Destroyer casts his AoE. This will make sure that after the heal, none of your heroes will waste a turn using a basic attack, and thus, will prolong the battle a bit more. Skill stalling is a thing. (I will try to explain how to manage turns in more detail IF I make another guide some day)
-Prioritize casting your Main DPS’ skill over any other. You want to dish out as much damage as possible while you still have time. Heal ONLY if your heroes are getting close to a dangerous level of health
-When attempting to craft a Dragon Item, I suggest going for the 100 for 5 or 6* instead of the 500 for 6*. With the same amount of materials, you can either get just one 6* or five guaranteed power up materials with a chance of getting a 6*. Power up materials are good to keep around, and having a chance to get a 6* will be far more beneficial than getting just a single 6*.
Final Note: This is all the information I could get from the Korean forums regarding Raid and its intricacies. If there is any info that I might have missed, or some of the info turned out to be false after the Raid update is online, please send me a PM on reddit OR make a suggestion in the Google Document and I’ll review it. I will try to update this as often as possible whenever new info comes in/ a new character is released. I hope you found this guide to be useful!
Also, stay in touch with this guide for when Zeke (a new H.C.C. character that will be released in the future) arrives!